The sections of this article detail various formulas and tables within the game.

Please keep the following in mind when calculating:

Any decimal that appears at the end of the formula's output is truncated, not rounded (i.e. 96.12 and 96.736 Damage dealt will both be effectively 96). This is important when weighing WA versus Stats. This does not apply to defense damage percentage reduction rate and dodge chance.

Mastery is a decimal. If you do not have any mastery skill, use your initial mastery. If you have a mastery skill, input it as a decimal and add it up with your initial mastery (such as "0.3").

Demon Avenger Total HP: floor[floor(BaseHP+BonusHP−EquipHP/2)×(1+HP%)]+FinalHP{\displaystyle floor[floor(BaseHP+BonusHP-EquipHP/2)\times (1+HP\%)]+FinalHP}, where Bonus HP takes in the full HP value in equipments (Arcane Symbol HP is excluded from BonusHP and EquipHP)

Maximum displayed damage range: 99,999,999 ~ 99,999,999

Total Final Damage %: 100×[(1+Final%1)×(1+Final%2)×...]-100

Maximum Damage per hit: 10,000,000,000 (10 Billion)

Notes

Percentages apply to the formula as decimals.

All Stats % exclude AP invested stats % like Maple Warrior.

Stats are rounded down each time after applying the percentage increases (indicated by the "floor" function)

In other words, it means that your Base Pure HP and Washed HP (AP added into HP) worth 25% more than HP from other sources. However the 2 groups are rounded down (floor function) individually before summed up (which means that a difference of 1-3 HP may not change your damage range at all and the remainder of the 2 groups do not add up together)

As a general rule, a 4th/5th Job Demon Avenger's Base Max HP will be: 545+90×Level{\displaystyle 545+90\times Level}, assuming all AP has been added into HP.

For magicians, Total Magic Attack will be used for Total ATT for magic skill damages (however for normal attack, Weapon Attack is used instead). For other jobs, Total Weapon Attack will be used for Total ATT.

ATT and Magic ATT is rounded down before being formulated into the damage range after applying ATT% or Magic ATT %.

All percentages are treated as decimals.

When damage is calculated against Boss Monsters, the actual damage range is used instead and Total Damage and Damage towards Boss Monster bonus multipliers are formulated additively.

When Ultimatum Ring Buff is active, Actual Damage Range (Maximum) before Final Damage % will be set to 2,000,000.

The Maximum Actual Damage in the formulas refers to the rounded off value of the Actual Damage (Maximum), not the full or rounded down value. However for Minimum Actual Damage, the full value is used instead.

For Hayato job, Shimada's Heart skill boost is final damage % at the rate of 1 DEF = +0.005% final damage up to +49.995% (not displayed in final%, displayed only for maximum damage range but minimum damage range is still 95% of the displayed maximum for output, it is additive with critical damage).

Skills that increases damage additively (denoted as +% or +%p/percentage points), are added to the Skill % additively.

Skills that increases damage multiplicatively are treated as Total Damage % and will add to TD% (including Hyper Reinforce Skills except Damage Over Time Hypers and Splitter Hypers).

Skills that increases damage multiplicatively and are multiplied last are treated as Final Damage % and will add towards Final %. It will increase the regular damage (before FDB) by the stated percentage. Multiple Final % sources are stacked multiplicatively with each other.

Final Damage Boost refers to effects that add a small amount to the actual damage dealt (DEF to Damage Conversion Inner Abilities), applied after Final %.

All % in the above formulas are written in terms of decimals and are formulated into a numerical boost before rounded down. Multiple sources that provides the same boost are additive to each other (except for Final Damage %, which stacks multiplicatively).

Damage dealt is the same for normal and boss monsters, it is subjected to magic damage nullification, elemental resistance and force map penalty (due to insufficient Force) but is not subjected to level difference, mastery and DEF. It cannot be critical and not affected by Damage %, Damage towards Boss monsters % and Final Damage. Damage over time Hyper Reinforce is final damage multiplier.

Damage dealt is the same for normal and boss monsters, it cannot be critical and not affected by Damage %, Damage towards Boss monsters % and final damage % but is affected by final damage boost (DEF to Damage Inner Ability). Note that soul weapon summon uses the old accuracy system.

IDn is non-exhaustive and takes every single Ignore DEF source as a separate source (where n is an integer). So for example, if your weapon has more than 1 line of Ignore DEF, they are treated separately and not summed up together before applying it as 1 source.

Note that the one displayed in your stats window is rounded up value but when used in calculation, the regular value without rounding up is used.

Ignore DEF can be obtained by (Percentages are multiplied together using the conpliment value, which is the non-ignored DEF value):

Arcane Symbol starts with 30 Arcane Force (Level 1), it can be enhanced up to Level 20. Once there is sufficient number of Duplicate symbols, you can pay mesos to level up the Symbol. Each level up provides extra 10 Arcane Force.

Required number of symbols to level up: SymbolLevel2+11{\displaystyle SymbolLevel^{2}+11}

Attack Delay is influnced by the weapon's Attack Speed, which ranges from a scale of 2 to 9 (Faster, Fast, Normal, Slow, Slower). Note that Attack Speed of the same category may have different Attack Speed values. To avoid confusion, the scale will be identified as "Attack Delay Level" as it may contradict that a lower attack speed actually means faster striking speed.

Attack Speed/Attack Delay Level can also be modified from the following (may not be exhaustive, negative means the Delay Level is reduced so you attack faster):

Various Job Skills (usually -2 for booster and -1 for passive if available)

Based on the damage done by the bind skill, the bind duration varies. The bind has a minimum duration based on the skill level (10 second at maximum) and can be increased by another 100% of this base duration, depending on the damage done by the bind skill itself.

The exact same monster can be binded only once every 90 seconds by any bind skill with the duration extension mechanic. However, Kanna's Vanquisher Bind and Hyper Attack skill, as well as Zero's Critical Bind have separate resistance cooldown.

(BaseDuration+HyperDuration)(1+Buff%){\displaystyle (BaseDuration+HyperDuration)(1+Buff\%)}, where Buff% is additive to one another, expressed in decimals and does not affect 5th job skills, Hyper skills, Oz/Detectives Ring skills and skills that specifically states so.

PotentialCDR will not apply if the cooldown (after CDR%) is 5.000 seconds or less.

Each source of PotentialCDR will be converted to 5% CDR (different sources are summed up, then multiplied by the remaining cooldown) if the base cooldown (before CDR%) is between 5.001 to 9.999 seconds. Minimum cooldown is 5 seconds after factoring in PotentialCDR (other sources of CDR can bypass this limit).

DamageAbsorbed%{\displaystyle DamageAbsorbed\%} is multiplicative like Ignore DEF and is expressed in decimals, which works for all attacks except Damage based on % of your HP (unless the skill states so, then only that skill's value will be taken into account for %HP Attacks).

Monster will ignore some of your DEF if it is higher levelled than you. (But if your DEF is still high enough to receive minimum monster damage even after the penalty, you will receive monster damage as though the penalty did not exist if you got hit)

Base EXP received by you when in party (when you are eligible for leech): Round[MonsterEXP×(0.2×DamageDealt/MonsterHP+0.8×Level/PartyLevel)]{\displaystyle Round[MonsterEXP\times (0.2\times DamageDealt/MonsterHP+0.8\times Level/PartyLevel)]}

Excess damage dealt when the monster's HP is depleted to 0 is disregarded.

Received Monster EXP means the amount of EXP received by you after a monster is killed by your party.

Round means round off to the nearest integer.

Attacking Members means the number of people in your party fighting that exact same monster. That monster when killed will then give slightly more party bonus.

Leechable member means that the party member is eligible for a share of the monster's EXP after being killed by the party. (Does not apply if the level difference between the highest level member and the lowest level member is 41 or more.)

Party Level is calculated as the sum of the levels of all eligible members of the party. Ineligible members are excluded from all calculations, and receive no EXP. Eligible party members must meet one of the following requirements:

Do damage to the monster.

Within 5 levels of the monster

Within 5 levels of a character in the party who meets both requirements.

In addition, these requirements must also be fulfilled:

Level gap between the highest levelled character and the lowest levelled character must be 40 or less. If this happens EXP is distributed solely on damage, without giving any party bonus EXP.

Members must be on activr mode. If they are on inactive mode for 5 seconds (active mode switches to inactive mode after 5 seconds of no attacks), they will stop leeching EXP. The following situations describe what is counted as active (walking around is not counted as active):

Using buffs

Attacking (regardless whether or not it actually lands on a monster or not, summons are excluded)

Getting hit by monsters (regardless whether or not it deals damage or the character dodged it) / poisoned

Party Bonus is increased based on the number of members attacking the same monsters. However if you are lazy do not bother trying to trigger this bonus as it caps at 3 members and only gives 10% EXP which adds with normal party bonus. However this will encourage people to fight the same monster for more bonus.

Additive multipliers are added after the multiplicative multipliers. Example: The character has 2x EXP event and Level 1 Elven blessing, so the EXP Multiplier will be 100% ×2 +10% = 210% and not (100%+10%) ×2 = 220%

Group 2 and Group 3 only stacks in GMS.

For the Additive EXP Buffs, Skill Additive EXP Bonuses are calculated together before it is rounded off. Example: The character has S rank Zero Union Attacker (+8%) and Level 2 Elven Blessing (+15%). The Additive line will multiply the base EXP by a total of 23% before rounding off it.

However, for Potion EXP, Buff EXP and Equip Item Bonus, the EXP is rounded off after calculating all the bonus EXP in the individual Bonus EXP lines. This means that the EXP is rounded off once for Additive line, once for Potion EXP, once for Buff Bonus EXP and once for Equip Item Bonus, which may cause you to gain about 3 EXP since under each Bonus EXP line, rounding off happens as compared to adding all the EXP additive multipliers as one and round off only after adding all the EXP up.

If the monster is meant to give EXP but the Bonus EXP is calculated to give less than 1 EXP due to the low amount of monster EXP given, each line will give 1 EXP minimum.

Multi Kill EXP and Burning field Bonus EXP uses a truncaion system rather than a rounding off system (minimum 1 EXP)

EXP Boost List

Group 1 (Cash shop coupons, only the highest multiplier is used)

20% coupon: 1.2x

50% coupon: 1.5x

2x 1 hour/4 hour/1-Day/3-Day special coupon: 2x

Periodic 2x EXP coupon: 2x EXP during the specified timing on the coupon.

Group 2 (Free coupons, only the highest multiplier is used, does not stack with Group 3 except in GMS)

Brain God Weather Buffs (choose either 1 only, the higher one will be in effect)

Ursun's Gift Buff: +50% for 30 minutes

Lightning 's Gift Buff: +100% for 30 minutes

Special Core Effects: +50% for the specified duration (10 or 20 seconds) when the condition is met

Blood alliance Bonus

Bonus EXP obtained from the Ring of Clan/Kin Ring.

+10% Passively for yourself if you wear the ring.

+5% per party member equipped with the ring (including yourself) for the whole party, including yourself. Max 20%.

Party bonus EXP (Separated from the Additive line which shows the names of the buffs)

No Bishops in the party excluding yourself:

+25/55/90/130/175% with 2/3/4/5/6 leechable members, and 1 attacking member

+35/65/100/140/185% with 2/3/4/5/6 leechable members and 2 attacking members, and

+75/110/150/195% with 3/4/5/6 leechable members and 3 or more attacking members or more

1 Bishop in the party excluding yourself:

+45/75/110/150/195% with 2/3/4/5/6 leechable members and 1 attacking member,

+55/85/120/160/205% with 2/3/4/5/6 leechable members and 2 attacking members, and

+95/130/170/215% with 3/4/5/6 leechable members with 3 attacking members or more

2 Bishops in the party excluding yourself:

+95/130/170/215% with 3/4/5/6 leechable members with 1 attacking member,

+105/140/180/225% with 3/4/5/6 leechable members with 2 attacking members and

+115/150/190/235% with 3/4/5/6 leechable members with 3 attacking members or more

3 or more Bishops in the party excluding yourself:

+150/190/235% with 4/5/6 leechable members with 1 attacking member,

+160/200/245% with 4/5/6 leechable members with 2 attacking members and

+170/210/255% with 4/5/6 leechable members with 3 attacking members or more.

Special effects that increases Party Bonus EXP:

2x Party Bonus EXP Server Event

Party Ring Bonus

Welcome Back Ring: +80%

Premium Bonus

This can be obtained by either playing at a Local Area Network (LAN) Shop or having the "Premium Service Coupon" bought from Cash Shop.

Premium Bonus: +20%

The lines below use a truncation system rather than a rounding off system.

Multi kill

+1/2/3/3.3/3.6/3.9/4.2/4.5% EXP per monster for 3/4/5/6/7/8/9/10+ Multi kill count (In other words, killing 3/4/5/6/7/8/9/10+ monster within an attack skill.) Truncation happens only after adding up all the Monster EXP obtained within that skill and multiplying by its respective percentages.

Burning Field Bonus

+10%/20%/30%/40%/50%/60%/70%/80%/90%/100% for a Burning Field Level 1/2/3/4/5/6/7/8/9/10 respectively. Level increases as the amount of time it is vacant increases (every 1 hour) and decreases when it is occupied (every 15 minutes).

Combo kill happens when you kill multiple monsters quickly. It activates when you kill the second monster within 10 seconds after the first monster is killed by you and it activates subsequently with more monsters getting killed. A combo orb is made on the map at the area which the monsters die during the attack per 50 combo kills made based on combo kill count. Maximum combo kill count displayed is 9,999 but combo orbs will continue to appear after 9,999 combo kills every 50 combo kills. The bonus EXP received is based on the combo orb and the lower levelled regular monster's EXP (based on an unknown generic formula), which means that if you are training on a map that contains 2 different levelled monsters, your combo kill bonuses are based on the General EXP of the lower levelled regular monsters. Note that the Bonus EXP is the same regardless of the EXP and difficulty of the monster, so the boost is much lower if you are training on Star Force maps or certain special maps with super-buffed monsters. In addition, you will receive a max speed and max jump boost for 5 seconds after absorbing a combo orb.

What this means is that if you were to kill multiple monsters at once, you will still receive the same amount of combo kill bonus EXP as if you were to kill a monster at a time, making multi kills extremely unfavourable.

Assuming that monsters gave regular exp, if your character does not have Aran link skill, you have:

50 to 300 combo kill

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

10%

0%

10%

2

5%

0%

5%

3

3.3333%

1%

4.3333%

4

2.5%

2%

4.5%

5

2%

3%

5%

6

1.6666%

3.3%

4.9666%

7

1.4285%

3.6%

5.0285%

8

1.25%

3.9%

5.15%

9

1.1111%

4.2%

5.3111%

10

1%

4.5%

5.5%

11

0.9090%

4.5%

5.4090%

12

0.8333%

4.5%

5.3333%

13

0.7692%

4.5%

5.2692%

14

0.7142%

4.5%

5.2142%

15

0.6666%

4.5%

5.1666%

350 to 700 combo kill

Number of monsters killed at once

Average Combo Kill EXP (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo kill EXP bonus)

1

14%

0%

14%

2

7%

0%

7%

3

4.6666%

1%

5.6666%

4

3.5%

2%

5.5%

5

2.8%

3%

5.8%

6

2.3333%

3.3%

5.6333%

7

2%

3.6%

5.6%

8

1.75%

3.9%

5.65%

9

1.5555%

4.2%

5.7555%

10

1.4%

4.5%

5.9%

11

1.2727%

4.5%

5.7727%

12

1.1666%

4.5%

5.6666%

13

1.0769%

4.5%

5.5769%

14

1%

4.5%

5.5%

15

0.9333%

4.5%

5.4333%

750 to 1,950 combo kills

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

20%

0%

20%

2

10%

0%

10%

3

6.6666%

1%

7.6666%

4

5%

2%

7%

5

4%

3%

7%

6

3.3333%

3.3%

6.6333%

7

2.8571%

3.6%

6.4571%

8

2.5%

3.9%

6.4%

9

2.2222%

4.2%

6.4222%

10

2%

4.5%

6.5%

11

1.8181%

4.5%

6.3181%

12

1.6666%

4.5%

6.1666%

13

1.5384%

4.5%

6.0384%

14

1.4285%

4.5%

5.9285%

15

1.3333%

4.5%

5.8333%

2,000 combo kills and beyond (every 50 combo kills)

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

22%

0%

22%

2

11%

0%

11%

3

7.3333%

1%

8.3333%

4

5.5%

2%

7.5%

5

4.4%

3%

7.4%

6

3.6666%

3.3%

6.9666%

7

3.1428%

3.6%

6.7428%

8

2.75%

3.9%

6.65%

9

2.4444%

4.2%

6.6444%

10

2.2%

4.5%

6.7%

11

2%

4.5%

6.5%

12

1.8333%

4.5%

6.3333%

13

1.6923%

4.5%

6.1923%

14

1.5714%

4.5%

6.0714%

15

1.4666%

4.5%

5.9666%

If your character has Level 1 Aran link skill, you have:

50 to 300 combo kill

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

50%

0%

50%

2

25%

0%

25%

3

16.6666%

1%

17.6666%

4

12.5%

2%

14.5%

5

10%

3%

13%

6

8.3333%

3.3%

11.6333%

7

7.1428%

3.6%

10.7428%

8

6.25%

3.9%

10.15%

9

5.5555%

4.2%

9.7555%

10

5%

4.5%

9.5%

11

4.5454%

4.5%

9.0454%

12

4.1666%

4.5%

8.6666%

13

3.8461%

4.5%

8.3461%

14

3.5714%

4.5%

8.0714%

15

3.3333%

4.5%

7.8333%

350 to 700 combo kill

Number of monsters killed at once

Average Combo Kill EXP (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo kill EXP bonus)

1

70%

0%

70%

2

35%

0%

35%

3

23.3333%

1%

24.3333%

4

17.5%

2%

19.5%

5

14%

3%

17%

6

11.6666%

3.3%

14.9666%

7

10%

3.6%

13.6%

8

8.75%

3.9%

12.65%

9

7.7777%

4.2%

11.9777%

10

7%

4.5%

11.5%

11

6.3636%

4.5%

10.8636%

12

5.8333%

4.5%

10.3333%

13

5.3846%

4.5%

9.8846%

14

5%

4.5%

9.5%

15

4.6666%

4.5%

9.1666%

750 to 1,950 combo kills

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

100%

0%

100%

2

50%

0%

50%

3

33.3333%

1%

34.3333%

4

25%

2%

27%

5

20%

3%

23%

6

16.6666%

3.3%

19.9666%

7

14.2857%

3.6%

17.8857%

8

12.5%

3.9%

16.4%

9

11.1111%

4.2%

15.3111%

10

10%

4.5%

14.5%

11

9.0909%

4.5%

13.5909%

12

8.3333%

4.5%

12.8333%

13

7.6923%

4.5%

12.1923%

14

7.1428%

4.5%

11.6428%

15

6.6666%

4.5%

11.1666%

2,000 combo kills and beyond (every 50 combo kills)

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

110%

0%

110%

2

55%

0%

55%

3

36.6666%

1%

37.6666%

4

27.5%

2%

29.5%

5

22%

3%

25%

6

18.3333%

3.3%

21.6333%

7

15.7142%

3.6%

19.3142%

8

13.75%

3.9%

17.65%

9

12.2222%

4.2%

16.4222%

10

11%

4.5%

15.5%

11

10%

4.5%

14.5%

12

9.1666%

4.5%

13.6666%

13

8.4615%

4.5%

12.9615%

14

7.8571%

4.5%

12.3571%

15

7.3333%

4.5%

11.8333%

If your character has Level 2 Aran link skill, you have:

50 to 300 combo kill

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

75%

0%

75%

2

37.5%

0%

37.5%

3

25%

1%

26%

4

18.75%

2%

20.75%

5

15%

3%

18%

6

12.5%

3.3%

15.8%

7

10.7142%

3.6%

14.3142%

8

9.375%

3.9%

13.275%

9

8.3333%

4.2%

12.5333%

10

7.5%

4.5%

12%

11

6.8181%

4.5%

11.3181%

12

6.25%

4.5%

10.75%

13

5.7692%

4.5%

10.2692%

14

5.3571%

4.5%

9.8571%

15

5%

4.5%

9.5%

350 to 700 combo kill

Number of monsters killed at once

Average Combo Kill EXP (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo kill EXP bonus)

1

105%

0%

105%

2

52.5%

0%

52.5%

3

35%

1%

36%

4

26.25%

2%

28.25%

5

21%

3%

24%

6

17.5%

3.3%

20.8%

7

15%

3.6%

18.6%

8

13.125%

3.9%

17.025%

9

11.6666%

4.2%

15.8666%

10

10.5%

4.5%

15%

11

9.5454%

4.5%

14.0454%

12

8.75%

4.5%

13.25%

13

8.0769%

4.5%

12.5769%

14

7.5%

4.5%

12%

15

7%

4.5%

11.5%

750 to 1,950 combo kills

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

150%

0%

150%

2

75%

0%

75%

3

50%

1%

51%

4

37.5%

2%

39.5%

5

30%

3%

33%

6

25%

3.3%

28.3%

7

21.4285%

3.6%

25.0285%

8

18.75%

3.9%

22.65%

9

16.6666%

4.2%

20.8666%

10

15%

4.5%

19.5%

11

13.6363%

4.5%

18.1363%

12

12.5%

4.5%

17%

13

11.5384%

4.5%

16.0384%

14

10.7142%

4.5%

15.2142%

15

10%

4.5%

14.5%

2,000 combo kills and beyond (every 50 combo kills)

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

165%

0%

165%

2

82.5%

0%

82.5%

3

55%

1%

56%

4

41.25%

2%

43.25%

5

33%

3%

36%

6

27.5%

3.3%

30.8%

7

23.5714%

3.6%

27.1714%

8

20.625%

3.9%

24.525%

9

18.3333%

4.2%

22.5333%

10

16.5%

4.5%

21%

11

15%

4.5%

19.5%

12

13.75%

4.5%

18.25%

13

12.6923%

4.5%

17.1923%

14

11.7857%

4.5%

16.2857%

15

11%

4.5%

15.5%

Assuming you have Level 3 Aran Link Skill (GMS only), you get:

50 to 300 combo kill

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

100%

0%

100%

2

50%

0%

50%

3

33.3333%

1%

34.3333%

4

25%

2%

27%

5

20%

3%

23%

6

16.6666%

3.3%

19.9666%

7

14.2857%

3.6%

17.8857%

8

12.5%

3.9%

16.4%

9

11.1111%

4.2%

15.3111%

10

10%

4.5%

14.5%

11

9.0909%

4.5%

13.5909%

12

8.3333%

4.5%

12.8333%

13

7.6923%

4.5%

12.1923%

14

7.1428%

4.5%

11.6428%

15

6.6666%

4.5%

11.1666%

350 to 700 combo kill

Number of monsters killed at once

Average Combo Kill EXP (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo kill EXP bonus)

1

140%

0%

140%

2

70%

0%

70%

3

46.6666%

1%

47.6666%

4

35%

2%

37%

5

28%

3%

31%

6

23.3333%

3.3%

26.6333%

7

20%

3.6%

23.6%

8

17.5%

3.9%

21.4%

9

15.5555%

4.2%

19.7555%

10

14%

4.5%

18.5%

11

12.7272%

4.5%

17.2272%

12

11.6666%

4.5%

16.1666%

13

10.7692%

4.5%

15.2692%

14

10%

4.5%

14.5%

15

9.3333%

4.5%

13.8333%

750 to 1,950 combo kills

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

200%

0%

200%

2

100%

0%

100%

3

66.6666%

1%

67.6666%

4

50%

2%

52%

5

40%

3%

43%

6

33.3333%

3.3%

36.6333%

7

28.5714%

3.6%

32.1714%

8

25%

3.9%

28.9%

9

22.2222%

4.2%

26.4222%

10

20%

4.5%

24.5%

11

18.1818%

4.5%

22.6868%

12

16.6666%

4.5%

21.1666%

13

15.3846%

4.5%

19.8846%

14

14.2857%

4.5%

18.7857%

15

13.3333%

4.5%

17.8333%

2,000 combo kills and beyond (every 50 combo kills)

Number of monsters killed at once

Average Combo Kill Bonus (per monster)

Multi Kill Bonus

Total Bonus EXP (Based on average combo EXP bonus)

1

220%

0%

220%

2

110%

0%

110%

3

73.3333%

1%

74.3333%

4

55%

2%

57%

5

44%

3%

47%

6

36.6666%

3.3%

39.9666%

7

31.4285%

3.6%

35.0285%

8

27.5%

3.9%

31.4%

9

24.4444%

4.2%

28.6444%

10

22%

4.5%

26.5%

11

20%

4.5%

24.5%

12

18.3333%

4.5%

22.8333%

13

16.9230%

4.5%

21.4230%

14

15.7142%

4.5%

20.2142%

15

14.6666%

4.5%

19.1666%

As you can see, combo kill EXP bonus gets worse as you kill more monsters within a combo kill while the multi kill EXP bonus does not cover up the lost EXP in every single case, especially if you have the Aran Link Skill (in fact the multi kill bonus might as well be non-existent). Therefore it is best to use projectile-based attacks (such as magic arrows of bowmasters, Bat Swarm of Demon Avengers) or Hurricane-like skills to accumulate combo kill quickly than to kill many monsters at once since the bonus EXP rate simply decreases heavily, assuming kill rate is about the same. For monsters with amplified stats like Arcane River, the reduction effect will be less noticeable.

Multi kill happens when you kill 3 or more monsters within a killing spree (1 skill). It ranges from 3 monsters to 10+ monsters. You also receive bonus EXP from this and the bonus is also calculated only once but the bonus is given based on the number of monsters killed.

Additionally, the Guild Skill "Small Change" provides 2/4/6/8 mesos for each time mesos (must be dropped by a monster, not player) are picked up, either by the player himself/herself or by the party members.

Drop rate boosts increases the chance which items drop. However, for some items such as Core Gemstones, Arcane Symbols, quest items and certain boss items, the drop rate increase is halved. (Example: Having +250% drop rate boost would mean only +125% will be applied on such items)

Hyper skils have 2 categories of SP: SP and AP. SP stands for Skill-Passive Points and AP stands for Active-skill Points. Every job has its unique SP and AP skill list, since their active skills will differ from jobs and their skill upgrades will depend on its job skills.

Zero will not receive any Hyper Skill SP as they are the Transcendents of Time, so they will receive Transcedent Skills instead of Hyper Skills, which are automatically mastered when certain levels are met for the specific skills.